/* bzflag
 * Copyright (c) 1993-2020 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

/* WinMedia:
 *  Media I/O on MS Windows.
 */

#ifndef BZF_WINMEDIA_H
#define BZF_WINMEDIA_H

#include "BzfMedia.h"
#include <dsound.h>

class WinWindow;

class WinMedia : public BzfMedia
{
public:
    WinMedia();
    ~WinMedia();

    bool        openAudio();
    void        closeAudio();
    bool        startAudioThread(void (*)(void*), void*);
    void        stopAudioThread();
    bool        hasAudioThread() const;
    void        writeSoundCommand(const void*, int);
    bool        readSoundCommand(void*, int);
    int         getAudioOutputRate() const;
    int         getAudioBufferSize() const;
    int         getAudioBufferChunkSize() const;
    bool        isAudioTooEmpty() const;
    void        writeAudioFrames(const float* samples, int numFrames);
    void        audioSleep(bool checkLowWater, double maxTime);

private:
    static DWORD WINAPI audioThreadInit(void*);

private:
    bool        audioReady;
    bool        audioPlaying;
    IDirectSound*   audioInterface;
    IDirectSoundBuffer* audioPrimaryPort;
    IDirectSoundBuffer* audioPort;
    int         audioNumChannels;
    int         audioOutputRate;
    int         audioBufferSize;
    int         audioBufferChunkSize;
    int         audioLowWaterMark;
    int         audioBytesPerSample;
    int         audioBytesPerFrame;
    int         audioWritePtr;
    short*      outputBuffer;
    unsigned char*  audioCommandBuffer;
    int         audioCommandBufferLen;
    int         audioCommandBufferHead;
    int         audioCommandBufferTail;
    HANDLE      audioCommandEvent;
    HANDLE      audioCommandMutex;
    HANDLE      audioThread;
    static void     (*threadProc)(void*);
    static void*    threadData;
};

#endif // BZF_WINMEDIA_H

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